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Robert Ly35f2fda2013-01-29 16:27:05 -08001page.title=Graphics
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Clay Murphye3ae3962014-09-02 17:30:57 -070019
Robert Ly35f2fda2013-01-29 16:27:05 -080020<div id="qv-wrapper">
21 <div id="qv">
22 <h2>In this document</h2>
23 <ol id="auto-toc">
24 </ol>
25 </div>
26</div>
27
Heidi von Markhamb493fb62015-03-25 12:35:11 -070028<img style="float: right; margin: 0px 15px 15px 15px;"
29src="images/ape_fwk_hal_graphics.png" alt="Android Graphics HAL icon"/>
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070030
Clay Murphye3ae3962014-09-02 17:30:57 -070031<p>The Android framework offers a variety of graphics rendering APIs for 2D and
323D that interact with manufacturer implementations of graphics drivers, so it
33is important to have a good understanding of how those APIs work at a higher
34level. This page introduces the graphics hardware abstraction layer (HAL) upon
35which those drivers are built.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080036
Clay Murphye3ae3962014-09-02 17:30:57 -070037<p>Application developers draw images to the screen in two ways: with Canvas or
38OpenGL. See <a
39href="{@docRoot}devices/graphics/architecture.html">System-level graphics
40architecture</a> for a detailed description of Android graphics
41components.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080042
Clay Murphye3ae3962014-09-02 17:30:57 -070043<p><a
44href="http://developer.android.com/reference/android/graphics/Canvas.html">android.graphics.Canvas</a>
45is a 2D graphics API and is the most popular graphics API among developers.
46Canvas operations draw all the stock and custom <a
47href="http://developer.android.com/reference/android/view/View.html">android.view.View</a>s
48in Android. In Android, hardware acceleration for Canvas APIs is accomplished
49with a drawing library called OpenGLRenderer that translates Canvas operations
50to OpenGL operations so they can execute on the GPU.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080051
Clay Murphye3ae3962014-09-02 17:30:57 -070052<p>Beginning in Android 4.0, hardware-accelerated Canvas is enabled by default.
53Consequently, a hardware GPU that supports OpenGL ES 2.0 is mandatory for
Heidi von Markham40a90832015-03-17 13:27:16 -070054Android 4.0 and later devices. See the
55<a href="https://developer.android.com/guide/topics/graphics/hardware-accel.html">Hardware Acceleration guide</a> for an explanation of how the
56hardware-accelerated drawing path works and the differences in its behavior
57from that of the software drawing path.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080058
Clay Murphye3ae3962014-09-02 17:30:57 -070059<p>In addition to Canvas, the other main way that developers render graphics is
60by using OpenGL ES to directly render to a surface. Android provides OpenGL ES
Heidi von Markham40a90832015-03-17 13:27:16 -070061interfaces in the
62<a href="http://developer.android.com/reference/android/opengl/package-summary.html">android.opengl</a>
Clay Murphye3ae3962014-09-02 17:30:57 -070063package that developers can use to call into their GL implementations with the
64SDK or with native APIs provided in the <a
65href="https://developer.android.com/tools/sdk/ndk/index.html">Android
66NDK</a>.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080067
Bert McMeenf902a282015-03-06 14:44:22 -080068<p>Android implementers can test OpenGL ES functionality using the <a href="testing.html">drawElements Quality Program</a>, also known as deqp.</p>
Bert McMeen14031e92015-02-25 15:21:37 -080069
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070070<h2 id="android_graphics_components">Android graphics components</h2>
Robert Ly35f2fda2013-01-29 16:27:05 -080071
Clay Murphye3ae3962014-09-02 17:30:57 -070072<p>No matter what rendering API developers use, everything is rendered onto a
73"surface." The surface represents the producer side of a buffer queue that is
74often consumed by SurfaceFlinger. Every window that is created on the Android
75platform is backed by a surface. All of the visible surfaces rendered are
76composited onto the display by SurfaceFlinger.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080077
Clay Murphye3ae3962014-09-02 17:30:57 -070078<p>The following diagram shows how the key components work together:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080079
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070080<img src="images/ape_fwk_graphics.png" alt="image-rendering components">
Robert Ly35f2fda2013-01-29 16:27:05 -080081
Clay Murphye3ae3962014-09-02 17:30:57 -070082<p class="img-caption"><strong>Figure 1.</strong> How surfaces are rendered</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080083
Clay Murphye3ae3962014-09-02 17:30:57 -070084<p>The main components are described below:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080085
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070086<h3 id="image_stream_producers">Image Stream Producers</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -080087
Clay Murphye3ae3962014-09-02 17:30:57 -070088<p>An image stream producer can be anything that produces graphic buffers for
89consumption. Examples include OpenGL ES, Canvas 2D, and mediaserver video
90decoders.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080091
Heidi von Markham1e7b8b72015-03-09 10:13:48 -070092<h3 id="image_stream_consumers">Image Stream Consumers</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -080093
Clay Murphye3ae3962014-09-02 17:30:57 -070094<p>The most common consumer of image streams is SurfaceFlinger, the system
95service that consumes the currently visible surfaces and composites them onto
96the display using information provided by the Window Manager. SurfaceFlinger is
97the only service that can modify the content of the display. SurfaceFlinger
98uses OpenGL and the Hardware Composer to compose a group of surfaces.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -080099
Clay Murphye3ae3962014-09-02 17:30:57 -0700100<p>Other OpenGL ES apps can consume image streams as well, such as the camera
101app consuming a camera preview image stream. Non-GL applications can be
102consumers too, for example the ImageReader class.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800103
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700104<h3 id="window_manager">Window Manager</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800105
Clay Murphye3ae3962014-09-02 17:30:57 -0700106<p>The Android system service that controls a window, which is a container for
107views. A window is always backed by a surface. This service oversees
108lifecycles, input and focus events, screen orientation, transitions,
109animations, position, transforms, z-order, and many other aspects of a window.
110The Window Manager sends all of the window metadata to SurfaceFlinger so
111SurfaceFlinger can use that data to composite surfaces on the display.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800112
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700113<h3 id="hardware_composer">Hardware Composer</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800114
Clay Murphye3ae3962014-09-02 17:30:57 -0700115<p>The hardware abstraction for the display subsystem. SurfaceFlinger can
116delegate certain composition work to the Hardware Composer to offload work from
117OpenGL and the GPU. SurfaceFlinger acts as just another OpenGL ES client. So
118when SurfaceFlinger is actively compositing one buffer or two into a third, for
119instance, it is using OpenGL ES. This makes compositing lower power than having
120the GPU conduct all computation.</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800121
Heidi von Markham5246dde2016-01-04 12:37:10 -0800122<p>The <a href="{@docRoot}devices/graphics/architecture.html#hwcomposer">Hardware
123Composer HAL</a> conducts the other half of the work and is the central point
124for all Android graphics rendering. The Hardware Composer must support events,
125one of which is VSYNC (another is hotplug for plug-and-playHDMI support).</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800126
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700127<h3 id="gralloc">Gralloc</h3>
Robert Ly35f2fda2013-01-29 16:27:05 -0800128
Heidi von Markham5246dde2016-01-04 12:37:10 -0800129<p>The graphics memory allocator (Gralloc) is needed to allocate memory
130requested by image producers. For details, see <a
131href="{@docRoot}devices/graphics/architecture.html#gralloc_HAL">Gralloc HAL</a>.
132</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800133
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700134<h2 id="data_flow">Data flow</h2>
Robert Ly35f2fda2013-01-29 16:27:05 -0800135
Clay Murphye3ae3962014-09-02 17:30:57 -0700136<p>See the following diagram for a depiction of the Android graphics
137pipeline:</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800138
Clay Murphy0ddab122014-12-01 16:22:40 -0800139<img src="images/graphics_pipeline.png" alt="graphics data flow">
Robert Ly35f2fda2013-01-29 16:27:05 -0800140
Heidi von Markham40a90832015-03-17 13:27:16 -0700141<p class="img-caption"><strong>Figure 2.</strong> Graphic data flow through
Clay Murphye3ae3962014-09-02 17:30:57 -0700142Android</p>
Robert Ly35f2fda2013-01-29 16:27:05 -0800143
Clay Murphye3ae3962014-09-02 17:30:57 -0700144<p>The objects on the left are renderers producing graphics buffers, such as
145the home screen, status bar, and system UI. SurfaceFlinger is the compositor
146and Hardware Composer is the composer.</p>
147
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700148<h3 id="bufferqueue">BufferQueue</h3>
Clay Murphye3ae3962014-09-02 17:30:57 -0700149
150<p>BufferQueues provide the glue between the Android graphics components. These
151are a pair of queues that mediate the constant cycle of buffers from the
152producer to the consumer. Once the producers hand off their buffers,
153SurfaceFlinger is responsible for compositing everything onto the display.</p>
154
155<p>See the following diagram for the BufferQueue communication process.</p>
156
Clay Murphy1c5c9262015-03-20 15:49:36 -0700157<img src="images/bufferqueue.png"
Heidi von Markham40a90832015-03-17 13:27:16 -0700158alt="BufferQueue communication process">
Clay Murphye3ae3962014-09-02 17:30:57 -0700159
160<p class="img-caption"><strong>Figure 3.</strong> BufferQueue communication
161process</p>
162
163<p>BufferQueue contains the logic that ties image stream producers and image
164stream consumers together. Some examples of image producers are the camera
165previews produced by the camera HAL or OpenGL ES games. Some examples of image
166consumers are SurfaceFlinger or another app that displays an OpenGL ES stream,
167such as the camera app displaying the camera viewfinder.</p>
168
169<p>BufferQueue is a data structure that combines a buffer pool with a queue and
170uses Binder IPC to pass buffers between processes. The producer interface, or
171what you pass to somebody who wants to generate graphic buffers, is
172IGraphicBufferProducer (part of <a
173href="http://developer.android.com/reference/android/graphics/SurfaceTexture.html">SurfaceTexture</a>).
174BufferQueue is often used to render to a Surface and consume with a GL
175Consumer, among other tasks.
176
177BufferQueue can operate in three different modes:</p>
178
179<p><em>Synchronous-like mode</em> - BufferQueue by default operates in a
180synchronous-like mode, in which every buffer that comes in from the producer
181goes out at the consumer. No buffer is ever discarded in this mode. And if the
182producer is too fast and creates buffers faster than they are being drained, it
183will block and wait for free buffers.</p>
184
185<p><em>Non-blocking mode</em> - BufferQueue can also operate in a non-blocking
186mode where it generates an error rather than waiting for a buffer in those
187cases. No buffer is ever discarded in this mode either. This is useful for
188avoiding potential deadlocks in application software that may not understand
189the complex dependencies of the graphics framework.</p>
190
191<p><em>Discard mode</em> - Finally, BufferQueue may be configured to discard
192old buffers rather than generate errors or wait. For instance, if conducting GL
193rendering to a texture view and drawing as quickly as possible, buffers must be
194dropped.</p>
195
196<p>To conduct most of this work, SurfaceFlinger acts as just another OpenGL ES
197client. So when SurfaceFlinger is actively compositing one buffer or two into a
198third, for instance, it is using OpenGL ES.</p>
199
200<p>The Hardware Composer HAL conducts the other half of the work. This HAL acts
201as the central point for all Android graphics rendering.</p>
202
Heidi von Markham1e7b8b72015-03-09 10:13:48 -0700203<h3 id="synchronization_framework">Synchronization framework</h3>
Clay Murphye3ae3962014-09-02 17:30:57 -0700204
205<p>Since Android graphics offer no explicit parallelism, vendors have long
206implemented their own implicit synchronization within their own drivers. This
207is no longer required with the Android graphics synchronization framework. See
Heidi von Markham3b59cef2015-10-09 12:17:25 -0700208the
Heidi von Markhamfd022c72016-06-30 10:15:28 -0700209<a href="{@docRoot}devices/graphics/implement-vsync.html#explicit_synchronization">Explicit
Heidi von Markham3b59cef2015-10-09 12:17:25 -0700210synchronization</a> section for implementation instructions.</p>
Clay Murphye3ae3962014-09-02 17:30:57 -0700211
212<p>The synchronization framework explicitly describes dependencies between
213different asynchronous operations in the system. The framework provides a
214simple API that lets components signal when buffers are released. It also
215allows synchronization primitives to be passed between drivers from the kernel
216to userspace and between userspace processes themselves.</p>
217
218<p>For example, an application may queue up work to be carried out in the GPU.
219The GPU then starts drawing that image. Although the image hasnt been drawn
220into memory yet, the buffer pointer can still be passed to the window
221compositor along with a fence that indicates when the GPU work will be
222finished. The window compositor may then start processing ahead of time and
223hand off the work to the display controller. In this manner, the CPU work can
224be done ahead of time. Once the GPU finishes, the display controller can
225immediately display the image.</p>
226
227<p>The synchronization framework also allows implementers to leverage
228synchronization resources in their own hardware components. Finally, the
229framework provides visibility into the graphics pipeline to aid in
Clay Murphy1c5c9262015-03-20 15:49:36 -0700230debugging.</p>